Jump to content

The Chronicles of Narnia Total Conversation??


Lip

Recommended Posts

This ISN'T a request as its probably unlikely it will get created and Im never lucky in requesting mods anyway so theres no point :) lol. But I thought Id share my thoughts with you guys on a TC that would be awesome if it was made. And just to have a lil discussion.

 

Its basically similar to the Middle-Earth Role playing Mod which is a Lord of the Rings TC :).

 

But the fact that there is no Narnia MMO or Narnia RPG is surprising as it would be COOL just to explore the whole of Narnia such as for example go to Cair Paravell and the next minute your at the White Witches castle :O

Then the next your at the Lamppost and then Aslans Camp, and you could either play as a Human, Fawn, Dwarf, Minotour, Centaur etc. And even the Main character such as Aslan (may be a tricky race to create :S),

Then simply King Peter, Susan, Lucy, and Edmund and probably even follow their path of the adventure, and then as the main Quest Progresses when you complete the Lion, Witch and Wardrobe one it might move to like "1300 Years Later" then they return to Narnia and Prince Caspian and all is there, again if you were a Prince Caspian Race or Lord Miraz or Aslan you would simply still be in Narnia, so Overall a lot of work would be done in it. But would be absoutly worth it :).

 

So what do you think guys?

Link to comment
Share on other sites

First off, TCs are hard... How hard you ask? Well, there aren't any which have any real progress, or have been in development for more than a few months... THAT hard. Making a TC is a project which requires ALOT of VERY skilled modders who are loyal to the idea and the project. Most of the people who are capable of even a simple TC are involved with their own projects, or have stopped modding Oblivion. Much of the problem of working on a TC is because of the 40-50 hours of work needed just to get something you can test due to all the scripts, models, and other settings which need to be defined. Although there is a base mod for TC work, it is only really useful if the world you are wanting to create has any of the same systems as Oblivion. The less like Oblivion the TC is, the more difficult it is to just get a working test. If you want unique buildings, creatures, or NPC appearances, you may not even be able to begin until those things are completed.

 

Second, there are some legal issues. As there is already a Narnia game of some kind, the holders of those contracts may have objections to someone modding that particular world into a game without having paid them for rights over the intellectual property of C. W. Lewis, or anyone who owns the rights to their works. So, any work that is started may be quickly shut down by lawyers. This is what happened to the LotR TC, and because of it, that TC has been shut down for public distribution, and has remained rather silent of what they are doing.

 

Third, Oblivion's engine itself provides some problems. First, there aren't very many animal types that have meshes and animations. Second, Creatures cannot have dialogues, which would likely be a problem in the case of a world with talking animals. Third, the mesh work involved with making any of this possible, to do anything like new creatures, outfits, or races (like centaurs), you would need someone who is already very familiar with making new meshes and clothing objects as well as someone who can make new animations to work with those things. As this is a talent which very few have access to, and since Oblivion is rather unforgiving in this regard, your biggest task would likely be in convincing those few, already overworked, people to have a supreme interest in doing the work on the mod, just so that any other work can begin.

 

Not to tear your idea apart or anything, but it really isn't practical to even considder attempting. As is normally true in cases like this, it's best to just leave things to the books, despite their obvious christian based themes, there's one thing that doesn't reauire quite so much work (atleast it didn't once) and that is your imagination.

Link to comment
Share on other sites

Vagrant I told you it ISN'T a request lol, and yes I know now hard TC's are, they take Months even Years to make.

It's only a discussion lol :).

 

I guess your right it would be hard to make dialouge and with Oblivions engine I guess it would be hard.

 

Kk with your post said I guess its impossible to make that TC lol :)

 

Thx mate

Link to comment
Share on other sites

it would really stupid to start a TC at this moment,

- there is so many TC which dosent even makes 10% of progress before they die.

Nah, a TC isn't impossible, you would just need to have a sort of dreamteam of modders already on board and able to work on the project. The problem is that the liklihood of that happening is almost nil as long as there are any, less complicated projects still being worked on. It's just far easier (relativly) to just make a large addition to the normal game than to make a TC, and those additions have the added benefit of not requiring people to start over from a clean data folder just to use the mod, which makes the prospect of working on one, and eventually using one, far more appealing.

 

But yeah, most TCs die like most large mods die. The team assembled often lacks the skills, the experience, the knowledge, or the resources to get what they want done. For as much credit I get around here for knowing the CS and Oblivion modding, I would probably have a hell of a time trying to get the basis for even a simple TC together. And that's largely because I was paying attention to what TC attempts like Project Serpent, and a few others were doing to get them as far as they did, as well as all the experience I'm getting from working on my own large mod project. I still probably wouldn't work on, or start a TC unless I had alot of specific information about the mod to work from (every area planned out, maps, NPC names, locations, relations, activities, and knew that all of it could be done without too many issues. But at the same time, having all that right in front of you, kinda ruins those little creative touches that make a mod seem alive, and makes things interesting.

Link to comment
Share on other sites

i wasnt saying that TC are impossieble..

if i remember correctly you vagrant is involed in a huge project your self right?,,, one of the few projects that i am awaiting..

You and me both...

 

Anyway, yeah, I am involved in one of those large projects, which is why I have some real idea of what might be involved with a TC, and why I would be rather skeptical of joining one unless I knew the leader of the project was very capable, and that there were atleast a dozen other fairly skilled modders working on the project. By contrast, my mod, although large, still doesn't have half the issues that a TC would have, so I can make use of existing scripts and systems, and still look at and copy from vanilla environments when I get stuck. So likewise, does not have such a severe need of highly skilled people as it does with just anyone who can do basic modding... Even still, assembling a team has continued to be a constant hurdle. Only now do I have more than a few people who I can count on to get work done, and I think that is mostly due to how much is already done with the mod, and how I have proven myself marginally capable around here. A starting TC would likely have a much harder task ahead of them, which is why they normally don't get very far.

 

If I were going to start a TC, I would probably want to get atleast a good beginning on the world and starting areas defined (no less than 60 hours of work with results) before asking anyone to help, and probably leave my initial requests to specific individuals who I knew were capable modders in their own right, and who I have had suitable contact with previously. Only after I had gotten that, and completed a bit more initial work, would I turn to get help from the modding community. This is not to say that the community might not be able to help before then, but instead to say that the mod I have would not yet be deserving of their time until I had put that much effort into it, and gotten most of the basic systems worked out. I should have really taken this approach with the mod I'm working on now, initially, but that's how we learn.

Link to comment
Share on other sites

  • 2 weeks later...

Well as for Narnia, all I really want is some armor and weapons. Yes, I did read the series first, but Peter and Edmund's gear in the movie looks pretty cool. It's pretty similar to the townguard armor, but with different pauldrons, so that would make a nice base. I've try it myself, but I'm not good with blender; 8/10 times i can't get it to export, and it only gets worse from there. If anyone wants to make that, I'd be very grateful

 

http://www.weeklyreader.com/readandwriting...nary/peter1.gif

http://costumes.narniaweb.com/pevensiesfil...eterarmor19.jpg

http://www.clickthecity.com/img2/articles/...3074-image5.jpg

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...